Guides

Card choices, opening hands, potions, routes, upgrades, Ascension and co-op decisions.

55 entries

Achievements, Badges and completion goals artwork
Guide

Achievements, Badges and completion goals

Steam achievements are planned for version 1.0. Current goals include run-end Badges, Timeline unlocks and Ascension climbs.

AchievementsBadgesCompletion
Aeonglass: Wither, Artifact and attack windows artwork
Guide

Aeonglass: Wither, Artifact and attack windows

Manage the six-card Wither trigger and use the non-attacking turn without entering the next attack unprepared.

BossGloryWither
All for One loops: the cards, Energy and hand space required artwork
Guide

All for One loops: the cards, Energy and hand space required

A zero-cost Hologram+, TURBO and All for One can repeat without drawing. Follow the full cycle, including the Void added each time, before spending Touch of Insanity…

DefectRetrievalEnergy
Ancients: healing, relic choices and tradeoffs artwork
Guide

Ancients: healing, relic choices and tradeoffs

Choose Ancient rewards around the deck entering the next act, including the cost of replacing a starter relic.

AncientsRelicsAct transitions
Artifact: debuff applications and the order that removes them artwork
Guide

Artifact: debuff applications and the order that removes them

Artifact blocks debuff applications, not a matching number of debuff points. Several small applications or an explicit removal effect can open the target to the stat…

ArtifactDebuffsEnemy defenses
Ascension 1–10: modifiers and preparation artwork
Guide

Ascension 1–10: modifiers and preparation

The ten modifiers stack. Ascension 6 raises card-removal prices, and Ascension 10 adds a second Act 3 boss.

DifficultyAscensionProgression
Baalorlord’s five-card Defect run artwork
Run study

Baalorlord’s five-card Defect run

An Ascension 1 victory with five upgraded cards, Orb damage and Swift draws. The recorded Fiddle differs from its current effect.

DefectRecorded runSmall deck
Borrowed Time: which cards to play before the Energy boost artwork
Guide

Borrowed Time: which cards to play before the Energy boost

Base Borrowed Time adds three net Energy before its surcharge. Count the cards that still need to be played, and keep cheap draw ahead of it unless a specific trigge…

NecrobinderEnergySequencing
Boss preparation by mechanic artwork
Guide

Boss preparation by mechanic

Prepare for protection, multi-hit attacks, deck disruption and revival instead of judging the next boss by HP alone.

BossesElitesDefense
Choosing an elite route without committing too early artwork
Guide

Choosing an elite route without committing too early

Plan a preferred route and a safer branch. Evaluate preparation before the elite, recovery afterward, shop access, and the ordinary fights between rewards.

RoutingElitesAct 1
Choosing Neow rewards for the route ahead artwork
Guide

Choosing Neow rewards for the route ahead

Compare what each opening reward changes before the first difficult fight. Immediate cards, removals, potions, gold and delayed relics solve different problems.

NeowAncientsOpening rewards
Clone and Decisions, Decisions chains artwork
Unusual build

Clone and Decisions, Decisions chains

Duplicate Decisions, Decisions at campfires, then use one copy to play another. Count the six-Star entry cost, available Skill targets and the copies consumed by Exh…

RegentCloneSkill chains
Co-op builds, shared enemies and separate resources artwork
Guide

Co-op builds, shared enemies and separate resources

Coordinate card order and relic choices while each player manages a separate deck, energy pool and Gold.

Co-opSequencingTeam strategy
Dark Orbs: choosing the moment and controlling the target artwork
Guide

Dark Orbs: choosing the moment and controlling the target

A Dark Orb accumulates damage instead of dealing it passively. Its Evoke targets the enemy with the lowest current HP, while each Evoke card still chooses its Orb by…

DefectDark OrbsTargeting
Deck size, draw order and consistency artwork
Guide

Deck size, draw order and consistency

Deck size matters through access to useful cards. Count first-cycle problems, generated cards and the cards that leave combat before chasing a small final number.

DrawConsistency
Defect Status cards: generation, payoffs and cleanup artwork
Guide

Defect Status cards: generation, payoffs and cleanup

Boost Away, TURBO and Overclock trade future Status cards for immediate resources. Separate those generators from cards that reward creation and cards that clear the…

DefectStatus cardsSequencing
Do transformations keep upgrades and enchantments? artwork
Guide

Do transformations keep upgrades and enchantments?

Ordinary transforms replace the card and lose its investment. Claws and Archaic Tooth have narrower exceptions; Curses need separate treatment.

TransformUpgradesEnchantments
Doom versus Poison: damage, debuffs and the last enemy attack artwork
Guide

Doom versus Poison: damage, debuffs and the last enemy attack

Poison removes HP at the start of the affected creature’s turn. Doom checks a lethal threshold at the end of the enemy turn, so reaching that threshold does not norm…

DoomPoisonDebuffs
Double Sealed Throne and Particle Wall artwork
Unusual build

Double Sealed Throne and Particle Wall

Two Throne stacks replace Particle Wall’s two-Star payment on every play. Add a damage payoff and preserve the Stars needed to start the sequence.

RegentRare comboRenewable Block
Double Snecko: obtain both the real and fake eyes artwork
Challenge

Double Snecko: obtain both the real and fake eyes

Take the real Snecko Eye when Darv offers it, preserve access to the fake Merchant, and actually collect the fake eye. The second relic completes a collection challe…

ChallengeSnecko EyeEvents
Enchantments, card keywords and afflictions artwork
Guide

Enchantments, card keywords and afflictions

What survives the fight, why some cards cannot receive another enchantment, and how Bound and other enemy effects change a playable hand.

EnchantmentsAfflictionsCard rules
Energy, card draw and turns that do not work artwork
Guide

Energy, card draw and turns that do not work

Separate a lack of cards from a lack of Energy, then check the order in which draw, discounts and free plays resolve.

EnergyDrawSequencing
Entomancer: Shivs, Dazed and damage per hit artwork
Guide

Entomancer: Shivs, Dazed and damage per hit

Increase the damage each attack hit achieves, watch the cards remaining in the draw pile, and prepare defense that survives a hand polluted with Dazed.

Elite fightsShivsStatus cards
Event choices: health costs, Curses and delayed rewards artwork
Guide

Event choices: health costs, Curses and delayed rewards

Compare an event with your next encounters and shops; a permanent reward can have an immediate lethal cost.

EventsGoldHealth
Feral, Echo Form and first-card timing artwork
Guide

Feral, Echo Form and first-card timing

First-card Powers count qualifying plays from the start of the turn. Compare Feral and Claw order, doubled Echo Form setup, and the first Shiv bonus.

Card orderPowersDefect
Foul Potion and the hidden Merchant fight artwork
Guide

Foul Potion and the hidden Merchant fight

Throw it at a real Merchant for Gold, or at The Merchant??? to start a fight. The reward, purchases and self-damage create different choices.

PotionsEventsGold
Ghost Seed and Grand Finale: an A10 combat-cycle study artwork
Run study

Ghost Seed and Grand Finale: an A10 combat-cycle study

A community win pairs Ethereal starters with a small Finale cycle and Poison. Learn the draw-count requirements, the role of Backflip and why combat thinning differs…

Run studySilentGrand Finale
Grand Finale: exact draw counts and the reshuffle trap artwork
Guide

Grand Finale: exact draw counts and the reshuffle trap

Keep Grand Finale available, draw exactly the cards remaining, and play it before another draw starts a reshuffle. A larger draw effect can miss the same window.

SilentGrand FinaleDraw order
How relics change campfire choices artwork
Guide

How relics change campfire choices

Entering a rest site and choosing Rest are different triggers. Eternal Feather, Tea Set, Stone Humidifier and Miniature Tent change which action pays off.

Rest sitesRelic triggersRecovery
How temporary Strength loss works artwork
Guide

How temporary Strength loss works

Why Piercing Wail stops multi-hit attacks so efficiently, when the lost Strength returns, and which old phase-transition warning has been fixed.

StrengthDamage calculationCombat timing
Infested Prism: when a Block Skill makes the turn worse artwork
Guide

Infested Prism: when a Block Skill makes the turn worse

Compare the Block gained with the extra damage Tainted adds to every hit. Small Skills can lose health on Whirlwind; stronger blocks, Weak and non-Skill defense chan…

Elite fightsTaintedBlock
Jorbs’s one-HP Silent start: the 95-Block turn artwork
Run study

Jorbs’s one-HP Silent start: the 95-Block turn

A historical Ascension 10 recording shows 6/6 HP behind 95 Block. Study the defensive position and distinguish a one-HP start from a one-Max-HP finish.

Run studySilentLow HP
Keywords and timing rules artwork
Guide

Keywords and timing rules

Exhaust, Ethereal, Retain, Innate, Sly and Eternal describe different rules. Read the timing before treating similar-looking effects as interchangeable.

KeywordsTiming
Lucky Tonic and Buffer artwork
Guide

Lucky Tonic and Buffer

Lucky Tonic prevents one loss of HP. Multi-hit attacks, damaging statuses and your own HP-loss effects can consume that protection before the hit you intended to sto…

PotionsBufferMulti-hit
Merchant removal, Curses and shop priorities artwork
Guide

Merchant removal, Curses and shop priorities

Compare removal with immediate survival, and budget for the higher prices at Ascension 6.

MerchantRemovalGold
Miniscule: win with five or fewer cards artwork
Challenge

Miniscule: win with five or fewer cards

Reach the final win with no more than five permanent cards. Budget removals, preserve a complete damage-and-defense package, and separate a tiny combat loop from a t…

ChallengeMinisculeCard removal
Monster Deck: win with one hundred cards artwork
Challenge

Monster Deck: win with one hundred cards

Build a permanent deck of at least one hundred cards without losing access to damage and defense. Plan Clone growth, extra rewards and the cost of duplicating the wh…

ChallengeMonster DeckClone
Necrobinder Ethereal cards: drawing, playing and exhausting artwork
Guide

Necrobinder Ethereal cards: drawing, playing and exhausting

Pagestorm rewards drawing an Ethereal card; Spirit of Ash rewards playing it. Letting a card Exhaust unplayed is a third action with a different consequence.

NecrobinderEtherealDraw
Northernlion’s Vulnerable and Strength run artwork
Run study

Northernlion’s Vulnerable and Strength run

An Ascension 8 victory built around Vulnerable, Dominate and multihit attacks. Compare immediate Strength with Demon Form’s delayed return.

IroncladRecorded runStrength
Perfect badge: three bosses without losing HP artwork
Challenge

Perfect badge: three bosses without losing HP

Prepare a clean opening, preserve the potion that covers the bad hand, and count actual boss defeats. Perfect requires three qualifying bosses in one run, rather tha…

ChallengeBossesPerfect
Prolong: saving a Block snapshot and repeating it next turn artwork
Guide

Prolong: saving a Block snapshot and repeating it next turn

Prolong records your current Block when played. Compare two orders, then use Hologram+ or All for One to schedule multiple Block gains without confusing them with im…

BlockDefectRetrieval
Reshuffle timing: which cards can you draw again? artwork
Guide

Reshuffle timing: which cards can you draw again?

A reshuffle uses the discard pile, not the cards still in your hand or the card currently resolving. Change the order of plays to change the next draw pool.

Draw pileCard orderRecursion
Rest or upgrade before the next fight? artwork
Guide

Rest or upgrade before the next fight?

Compare the HP recovered with a specific upgrade and the encounters before the next safe stop.

Rest sitesUpgradesRouting
Retained Shivs, Dexterity and attack-count relics artwork
Guide

Retained Shivs, Dexterity and attack-count relics

Use retained Shivs to reach Kunai and Ornamental Fan triggers, then play Block cards after Helical Dart supplies Dexterity. Compare 13 Block with nine from the same …

ShivsBlockRetain
Runic Pyramid: holding useful cards without clogging the hand artwork
Guide

Runic Pyramid: holding useful cards without clogging the hand

Runic Pyramid improves control over when cards are played. A hand that stops drawing needs a way to spend, discard, Exhaust or transform its accumulated cards, rathe…

Runic PyramidHand managementRetention
Should you take or eat Byrdonis Egg? artwork
Guide

Should you take or eat Byrdonis Egg?

Compare the seven Max HP with the fights before the next campfire, the action spent hatching, and the damage Byrd Swoop would add.

EventsRest sitesDeckbuilding
Speediest badge: finish a winning run in under 30 minutes artwork
Challenge

Speediest badge: finish a winning run in under 30 minutes

Use a familiar deck, make fewer repeated decisions, and choose fights the current hand can finish efficiently. A repeatable damage engine is useful only if it also f…

ChallengeSpeedSpeediest
Tablet of Truth: win with one Max HP artwork
Challenge

Tablet of Truth: win with one Max HP

Finish the run at exactly one Max HP. Plan every opening hand, separate damage reduction from prevention, and avoid Max HP gains that erase the objective.

ChallengeOne Max HPTablet of Truth
The launch Necrobinder Soul loop and Borrowed Time rework artwork
Historical build

The launch Necrobinder Soul loop and Borrowed Time rework

A March 2026 player-documented engine used renewable zero-cost Energy to keep Souls moving. See which premise changed and why the same card names no longer establish…

Historical buildNecrobinderSouls
Timeline, character unlocks and new item pools artwork
Guide

Timeline, character unlocks and new item pools

Reveal Epochs after runs to unlock characters, cards, potions, relics and alternate content.

UnlocksTimelineCharacters
Waterfall Giant: survive the turn after lethal artwork
Guide

Waterfall Giant: survive the turn after lethal

Plan the explosion turn before reducing the Giant to zero HP. Block timing, debuff removal and your next hand matter more than the word lethal suggests.

Boss fightsWeakPotion timing
When to spend a potion before the boss artwork
Guide

When to spend a potion before the boss

Use a potion when it changes a concrete result: prevents damage, secures a kill, fixes a failed draw or makes a planned elite route survivable.

PotionsCombatElites
When to take a card and when to skip artwork
Guide

When to take a card and when to skip

Compare a reward with the deck’s immediate shortage, the energy available to play it, and the encounters before the next chance to improve.

RewardsDeckbuilding
Why a strong deck can lose on its first draw artwork
Guide

Why a strong deck can lose on its first draw

Separate missing answers from answers drawn too late. Opening cards, energy, cheap defense, status control and sequencing can matter before the deck reaches its engi…

DrawConsistencyTurn 1
X-cost cards: resources, Chemical X and repeated plays artwork
Guide

X-cost cards: resources, Chemical X and repeated plays

For a manually played X-cost card, the relevant remaining resource sets the base effect. Extra X effects and Replay increase output differently from adding more ener…

X costReplayEnergy